One thing I notice as strange about this thread is that nobody has mentioned I-no’s Mikestand as a preposterously good move. It’s solid anti-air once you get the timing down, it combos out of things like a low jumping HS for preposterous damage off of a 3 hit combo, AND it’s cancellable into super. One of my favorite tactics with I-no is to dash in, throw a HS in the air, and start mashing on ->HS It’s scrubby as hell but it’s really safe, depending on the height of the dash, you whiff the HS and get a garaunteed throw, they block the whole thing and you get to push them back into a corner, or it hits and does sick damage. This also works with slash, it’s more likely to hit, so the whiff-throw is out, but the combo is more likely.
And as far as solid anti-air goes, The musical note works pretty well to stop attacks, or AT LEAST break big combos before they get ugly. But I don’t think it gets much better than a tiger-knee’d air super. It punishes pretty much anything that happens near her.
As far as I can tell, I-no’s biggest problem is Sol, which, to be fair, is a pretty huge problem for anyone to have. His standing kick forces I-no to IAD instead of using her normal dash, because the only way she can beat it is to throw the HS guitar through his invincible leg, and she can’t get that high by dashing very quickly. the problem is that if you manage to avoid getting kicked, he’s still got an uber-high priority DP, which gets him out of just about anything I-no can throw at him. Plus gunflames, FRC or not, force I-no out of her best lines of attack. My best trick is to tiger knee a 236 HS go right over the top of the gunflame (right around sol’s head level) it’s risky against the FRC, but it keeps I-no on the agressive, which is important. Or! if you’ve got the space, throwing a musical note over the tops of the gunflame and lowering it to face-level again. it stops Sol-rushdown pretty well. I’m not saying that any of this will win matches for ya, but it’s useful stuff with her and it helps even the playing field against Sol, who has some pretty big edges on her.
On a closing note, some stuff that should, by no means work, but does anyway. (not just against scrubs like me either)
In the Corner against wakeup. jump back, 236 S, 6 HS (it combos!)
Normal air dash from a distance, wait, air super. it Baits out WAY more attacks than it should, especially against millia, for some reason. Probably because she’s so eager to take combat to the air. the super’s just so fast, ya know?
And if ANYONE can show me how to land this air combo, I will personally worship them in my signiture for a great deal of time to come.
P, K, 236HS, RC, Air Super…
I just can’t get the super out fast enough…
I’ve got a lot more to say about I-no, she’s pretty much my staple character, but I’ll just shut up for now.
after I add that abusing her throw as much as possible is a great plan, because it’s a great move, and worst case scenario, you get a blocked mikestand, which is also pretty great, insofar as you can follow it up pretty damn safely.